Being a Dungeon Master is hard -- and
all too often, a thankless job, At one time
or another, every Dungeon Master
reaches a stage where he or she feels that
"this is it -- I quit!" A good Dungeon
Master can save himself if he recognizes
several things about role playing:
1. There are different styles, or levels, of role playing.
2. It is important to play the game,
and
NOT the rules.
3. "Burn-out" can occur if a DM is
called upon too often to perform that
function.
Styles
From group to group role
playing styles
vary. Ideally, there are as many levels of
role-playing as there are players and
DMs. In general, we can lump all the
styles into one of three rathe broad categories
of role-playing gamers. Each of
these three is a style, or level distinct from
the others, but not necessarily better than
the other styles.
Level One: At Level One, players
familiarize themselves with their characters.
Their role playing extends little beyond
conforming ot the statistics and
abilities of the characters they generate.
Primarily, the DM needs to remind players
of what he thinks the limitations of
their characters are.
People attending gaming sessions at
this level are mostly interested in social
interactions with their friends, and the
game provides a friendly medium for this
interaction; the game is a social event.
Gamers chat with their friends, meet new
friends, and kid around in a non-threatening
atmosphere. The company of
friends is more important than the focus
of the game.
Level Two: Level Two is the level
where players become more ego-involved
with the game and the characters they
generate. Lines begin to blur between
what the player knows, and what the
character he is playing knows. This
applies to charcter abilities, and many
gamers want to know, "Why can't my
character do this -- I can do this." This is
sometimes a fine line, and friends who
game together may overlook that someone
has his character do something the
character's abilities say he WOULD
NOT do. If the DM is a friend and
knows the people well, he sometimes lets
the lines between person and created
characters blur. By itself, this hurts nothing,
but it could cause problems down the
line in a campaign setting.
At the same time, players are more
familiar with the rules than the Level One
players. At this level, the "rules lawyer"
often rears his head. A rules lawyer may
logically, in the context of the game, point
out some rule or loophole which allows
him ot perform the action he desires. The
danger here is that the DM must be wary,
or his carefully designed campaign may
get away from him.
Level Three: Players reach Level
Three when they totally assume the supposed
characteristics of their generated
character for the duration of the evening's
play. The game then becomes an intellectual
challenge to the gamer. At this level,
players often comment, "My character
couldn't perform that action" and they
work within the parameters and confines
of the character they generate. The challenge
at this stage is not winning or losing,
but truly how well you play the game.
Strategies
Recognizing these types of play and reasons
for gaming helps the DM decide how
he is going to react to the group he plays
with. In Level One the DM needs to keep
the group focused on the game. He needs
to emphasize the "fun" aspects of any
situation. The players are there primarily
for the social value, and may be giddy or
frivolous. Instead of fighting his players,
the DM can join in the spirit of things
and structure all events of an evening's
play along the lines that, "they're here for
fun, so we'll have fun."
Beginning with Level Two, the greatest
problem a DM faces is the strong attachment
some players feel to their characters.
At this stage of role playing, many players
succumb to the temptation to become
"rules lawyers." A rules lawyer usually
insists on playing the rules as HE interprets
them, and usually only when it is to
his benefit to do so. When this occurs, the
DM must be fair, impartial even to the
rules lawyer, and -- above -- firm. In
the rules for most RPGs, it is stated that
the rules are simply to help the DM make
a decision. As such, the rules are only
guidelines, and each individual campaign
may have different guidelines. The DM
needs to have every player understand
that the DM -- and not the players -- is
running the game. Usually the best time
to bring this up is at the beginning of an
evening's gaming when no one is personally
involved with a decision at hand. The
players can then avoid the feeling that the
DM singled them out with a "bad" call.
By determining who is the authority figure
from the start, future arguments are
avoided. This is not to say that the players
cannot speak their minds or attempt to
sway the DM's decisions, but that once
the DM makes a decision, they should
abide by it and not gripe all evening
because they didn't get their way.
Dungeon Masters sometimes make
mistakes. Big deal! If you make an
honest error as a DM, you can rectify
it if you want -- that's one of the
Dungeon Masters' prerogatives!
It is necessary to reinforce the idea that
the DM is not playing against the players.
In a very real sense, he is playing with
them, and the DM must be careful about
being placed in the position of an adversary.
Two attitudes that can help a Dungeon
Master are:
1. "Give 'em the little ones. . . ."
2. "The DM is always right -- even
when he's wrong!"
The first mental state is necessary
because no one in a group has any fun if
the DM and players are constantly haggling.
Such bickering slows the game
down and ruins everyone's evening. If a
character has a halfway even chance of
performing an action, let the player do it,
if it doesn't unbalance the game. As an
alternative, hand the player 1d20 and
have him roll the ability score you feel is
nearest to the character ability which
governs the desired action. If the player is
successful, let him do what he wants; if
the player fails the die roll, then the Dungeon
Master has exhibited fairness by
letting the player roll the die fo rthe success
or failure of the desired action. If the
attempt succeeds, show the player you're
happy with the outcome.
On occasion any DM will make an
unpopular decision -- in a case like that,
do what you think is fair -- and do not
get drawn into an argument with the
player. If you try to be fair, you can sometimes
get away with making the "wrong"
decision. After all, what you are doing by
being a DM is essentially a public service
to your friends so that you can work while
they play . . . and you don't have to put
up with abuse or constant arguments. If
the person arguing with you could really
do the job better, he would be running the
campaign and you'd be playing. People
play in campaigns because they enjoy
them -- and players will forgive an honest
mistake, just as they will know if the
DM is trying to prove something. If
you're right, stick to your guns. No one
wants a wishy-washy DM. If you're
wrong, admit it. No one wants a completely
unyielding DM, either.
The third level of play is the most
rewarding -- and the most demanding for
the DM. This level requires the DM to be
an entire cast of NPCs and to portray
them all honestly and with distinct personalities.
At this time, the DM begins to
play with the players and their characters.
He wants them to have fun, and he has
fun with them by taking the parts of the
various NPCs. DMs who consciously role
play their NPCs can (and should) add a
tremendous amount of flavor to the game.
Similarly, it can not be emphasized
enough that RPG players should play the
game, not the rules. All games have rules
and these rules should guide the DM in
decisions he makes for his campaign. As
guides, the rules do not and should not
cover every specific action that may be
possible in a game; if they did, the DM
would not need people to play the game,
and the game would play itself.
Consequently, as a DM, you need to
understand everything about the world in
which your campaign is set. Rules should
not be ignored without good reason, but
neither should rules which don't fit the
world in which your campaign is set be
enforced just because they are rules. If a
certain rule does not fit withinyour conception
of your campaign's universe,
don't use it. Never let nit-picking get in
the way of good game play.
Along this line, remember that once
you allow players to start spouting rules,
then rules become more important than
role playing, and the game is doomed. No
game needs a player who is trying to
impress everyone with how much knowledge
he has. Remember, it's easier to find something
wrong than to find something
right with a decision. DMs sometimes
make mistakes. Big deal! If you make an
honest error as a DM, you can rectify it if
you want -- that's one of the Dungeon
Master's prerogatives!
One of the most dangerous foes of any
campaign is DM burn-out. Sometimes a
DM is just tired. Being a Dungeon Master
is hard work -- and few people tell a
DM "thank you." If you're a Dungeon
Master, tell yourself that if the players
weren't enjoying the way things are
going, they wouldn't come to game with
you. Sometimes a DM who feels drained
needs ot take a break -- take it! A one or
two week rest form your campaign can
keep players from being bored, and it
keeps the tired Dungeon Master from
making a mistake or "rushing" the game.
It also gives other players a chance to test
their skills as DMs.
Taking a break can also free you to play
and let someone else worry about being
the authority. You may discover that you
can get enough DMs so that you can play
in several different campaigns and still
run your own only once a month. This
variety can add new spice to the games in
which you participate as either Dungeon
Master or player.
A DM walks a fine line, and probably
won't be able to please everyone all of the
time. But remember, not everyone can
DM and not everyone wants to. When all
is said and done, however, people play
games because they want to have fun. If a
game isn't fun, people will stop coming.
If you didn't enjoy being a Dungeon
Master, you wouldn't continue to do it
, , , would you?